SRD:Abjuration School
From D&D Wiki
This material is published under the OGL 1.0a. |
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
Abjuration Spells
A
D
E
F
G
M
P
- Peripety
- Prismatic Sphere
- Prismatic Sphere
- Prismatic Wall
- Prismatic Wall
- Protection from Arrows
- Protection from Arrows
- Protection from Chaos
- Protection from Chaos
- Protection from Elements
- Protection from Energy
- Protection from Evil
- Protection from Evil
- Protection from Good
- Protection from Good
- Protection from Law
- Protection from Law
- Protection from Spells
- Protection from Spells
- Psychic Turmoil
R
S
- Sanctuary
- Sanctuary
- Sequester
- Sequester
- Shield
- Shield
- Shield Other
- Shield Other
- Shield of Faith
- Shield of Faith
- Shield of Law
- Shield of Law
- Spell Immunity
- Spell Immunity
- Spell Resistance (Spell)
- Spell Resistance (Spell)
- Spell Turning
- Spell Turning
- Stoneskin
- Stoneskin
- Superb Dispelling
- Superb Dispelling (Epic Spell Seed)
- Surelife
Back to Main Page → 3.5e Open Game Content → System Reference Document → Spells